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synced 2026-08-31 00:58:26 +01:00
Makes the recycler slightly less fuck because it is 68% too much fuck. (#48711)
* Makes the recycler slightly less fuck. Greatly simplified recycler fix. Removed redundant vars Fixed recycler double-eating items when emagged. Stuff that i have to squash anyway G I T * Trailing Newline * Not all mobs are living, even if they're alive Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
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@@ -90,11 +90,13 @@
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eat(AM)
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. = ..()
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/obj/machinery/recycler/proc/eat(atom/AM0, sound=TRUE)
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/obj/machinery/recycler/proc/eat(atom/movable/AM0, sound=TRUE)
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if(machine_stat & (BROKEN|NOPOWER))
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return
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if(safety_mode)
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return
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if(!isturf(AM0.loc))
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return //I don't know how you called Crossed() but stop it.
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var/list/to_eat
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if(istype(AM0, /obj/item))
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@@ -102,54 +104,66 @@
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else
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to_eat = list(AM0)
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var/items_recycled = 0
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var/living_detected = FALSE //technically includes silicons as well but eh
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var/list/nom = list()
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var/list/crunchy_nom = list() //Mobs have to be handled differently so they get a different list instead of checking them multiple times.
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for(var/i in to_eat)
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var/atom/movable/AM = i
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var/obj/item/bodypart/head/as_head = AM
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var/obj/item/mmi/as_mmi = AM
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if(istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || isbrain(AM) || istype(AM, /obj/item/dullahan_relay))
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emergency_stop(AM)
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if(istype(AM, /obj/item))
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var/obj/item/bodypart/head/as_head = AM
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var/obj/item/mmi/as_mmi = AM
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if(istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || istype(AM, /obj/item/dullahan_relay))
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living_detected = TRUE
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nom += AM
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else if(isliving(AM))
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if(obj_flags & EMAGGED)
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crush_living(AM)
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else
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emergency_stop(AM)
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else if(istype(AM, /obj/item))
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recycle_item(AM)
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items_recycled++
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else
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playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
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if(items_recycled && sound)
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playsound(src, item_recycle_sound, 50, TRUE)
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living_detected = TRUE
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crunchy_nom += AM
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var/not_eaten = to_eat.len - nom.len - crunchy_nom.len
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if(living_detected) // First, check if we have any living beings detected.
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if(obj_flags & EMAGGED)
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for(var/CRUNCH in crunchy_nom) // Eat them and keep going because we don't care about safety.
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if(isliving(CRUNCH)) // MMIs and brains will get eaten like normal items
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crush_living(CRUNCH)
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else // Stop processing right now without eating anything.
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emergency_stop()
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return
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for(var/nommed in nom)
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recycle_item(nommed)
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if(nom.len && sound)
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playsound(src, item_recycle_sound, (50 + nom.len*5), TRUE, nom.len, ignore_walls = (nom.len - 10)) // As a substitute for playing 50 sounds at once.
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if(not_eaten)
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playsound(src, 'sound/machines/buzz-sigh.ogg', (50 + not_eaten*5), FALSE, not_eaten, ignore_walls = (not_eaten - 10)) // Ditto.
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if(!ismob(AM0))
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AM0.moveToNullspace()
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qdel(AM0)
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else // Lets not move a mob to nullspace and qdel it, yes?
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for(var/i in AM0.contents)
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var/atom/movable/content = i
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content.moveToNullspace()
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qdel(content)
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/obj/machinery/recycler/proc/recycle_item(obj/item/I)
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I.forceMove(loc)
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var/obj/item/grown/log/L = I
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if(istype(L))
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var/seed_modifier = 0
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if(L.seed)
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seed_modifier = round(L.seed.potency / 25)
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new L.plank_type(src.loc, 1 + seed_modifier)
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qdel(L)
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return
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new L.plank_type(loc, 1 + seed_modifier)
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else
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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var/material_amount = materials.get_item_material_amount(I)
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if(!material_amount)
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qdel(I)
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return
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materials.insert_item(I, multiplier = (amount_produced / 100))
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qdel(I)
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materials.retrieve_all()
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/obj/machinery/recycler/proc/emergency_stop(mob/living/L)
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/obj/machinery/recycler/proc/emergency_stop()
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playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
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safety_mode = TRUE
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update_icon()
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L.forceMove(loc)
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addtimer(CALLBACK(src, .proc/reboot), SAFETY_COOLDOWN)
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/obj/machinery/recycler/proc/reboot()
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@@ -175,12 +189,6 @@
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blood = TRUE
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update_icon()
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// Remove and recycle the equipped items
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if(eat_victim_items)
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for(var/obj/item/I in L.get_equipped_items(TRUE))
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if(L.dropItemToGround(I))
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eat(I, sound=FALSE)
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// Instantly lie down, also go unconscious from the pain, before you die.
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L.Unconscious(100)
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L.adjustBruteLoss(crush_damage)
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